Posts tagged with ‘games’
Introducing the Kamakiri - our second ship for First Law
First Law: The finished space station (diffuse + spec + normal maps)
More work on the space station, normal maps are done, diffuse textures up next
More work on the first space station
Sorry for the radio silence over the last couple of months - I hit a bad spot in my day job and needed to find new work. But that’s behind me now and I’m happy to share a bit of the work I’ve done in the last week as I get back up to speed.
So what’s new in this build?
- All new asteroids with high res textures from Alex. This should help for folks who like to fly close to asteroids and check them out for a sense of immersion. Really happy with how they look right now
- Launching from the docking bay! You launch by setting your throttle to max and get an initial boost by launching directly at max speed. I want to add some camera fx to improve the “slammed into your seat” feel, but it’s a good start.
- Rough model of the space station. People wanted bigger things in terms of scale, and now you’ve got it. Still need the texture maps and all of the objects that go on the outside (guns, shield generators, etc), but the space station clocks in at 4km in diameter. It’s immensely fun to fly around, and I can’t wait to integrate it into gameplay.
- You can’t see it, but I’m playing with the Thrustmaster HOTAS flight stick! Really improves the feeling of control, and having a real throttle makes a huge difference.
More asteroids for First Law
Up next Alex is going to be roughing out all the other shapes I need for the game so I have some pieces to work with while he makes the actual art.
New asteroids for First Law
Alex is making some new asteroids with improved detail/texture so the really big ones don’t get as blurry when you’re up close. Should be nice for helping sell the sense of scale.
First set of joysticks for testing in First Law
It’s really fucking stupid that I have to say this, but since the whole nintendo thing is going on here goes:
Let’s Play/youtube folks, please play my games. I love you, your videos, and the feedback you give me. Do whatever advertising you want on your videos, after all you put the work into them.
I would request (but not demand) that if you use one of my games you give a courtesy link back to my blog or the game’s page if it has one.
First look at having a pilot’s body in First Law. Huge addition in terms of immersion!
A new video of my game First Law! I also released the first public demo for anyone who has an Oculus Rift, you can get it at http://rjevans.net/firstlaw
Early combat footage from First Law my April #1gam and first project for the Oculus Rift. The sense of immersion is insane. Hoping to ship a small combat sim by the end of the month, and add some missions into the game next month.
- or -
For my January #1gam, I wanted to do something that’d be both small in scope and something that I hadn’t really done before. Based on a joke that my friend John made about Call of Duty always being abbreviated ‘CoD’ on the internet, I decided to make a first person shooter where all of your enemy are fish.
A lot of the ‘joke’ is how I feel about the standard FPS single player campaigns. Short, not terribly interesting, and completely over the top with their story elements.
From a development perspective this was actually a lot of fun to work on, even if I spent way more time on it in January than I ever anticipated to. I had never made anything like a FPS before, and I had never had any sort of scripted elements in a shipped game before, and this let me try out both of those things.
Things I had wanted to do that I ended up cutting in the interest of time:
- Co-op multiplayer
- Controller support
- An underwater level
In retrospect I think any more levels probably would have taken too long to play, and the joke frankly gets a bit old by the end of it. The 10-15m it takes to play through now seems sufficient.